Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 1 31-05-2013 , 08:28 PM
EduSciVis-er
Join Date: Dec 2005
Location: Toronto
Posts: 3,374

nParticle shading attributes

I must be losing it, as I can't figure this out. What kind of shading type or shader do you need for nParticles to respect the attributes in the shading tab? I tried with cloud (s/w) and nothing I changed in the shading tab affected the render (mental ray) and then I tried with spheres and a surface shader applied to the particles and again, nothing I change affects them.

Put another way, what is the proper way to render per particle attributes with mental ray? And ideally without being influenced by lights. (Use lighting is unchecked, but it's greyed out anyway).

# 2 31-05-2013 , 09:29 PM
daverave's Avatar
The thin red line
Join Date: Aug 2009
Location: England
Posts: 4,472
You are in the nparticalshape and gone down to shading?................dave

Edit: Im fighting with caustics and photons at the moment so know how you feeluser added image




Avatar Challenge Winner 2010

Last edited by daverave; 31-05-2013 at 09:33 PM.
# 3 31-05-2013 , 09:41 PM
EduSciVis-er
Join Date: Dec 2005
Location: Toronto
Posts: 3,374
Yep... the ramps such as opacity and color don't seem to do anything. I tried point, and I can't remember if they worked with points, but I don't want points.

# 4 31-05-2013 , 10:33 PM
daverave's Avatar
The thin red line
Join Date: Aug 2009
Location: England
Posts: 4,472
I think you have some thing wrong with your scene file Stwert as all these things work for me.............dave




Avatar Challenge Winner 2010
# 5 31-05-2013 , 10:47 PM
EduSciVis-er
Join Date: Dec 2005
Location: Toronto
Posts: 3,374
Hmm... so if you change the color in the attributes with cloud type selected, it uses the color in the shapenode?

# 6 01-06-2013 , 03:30 AM
Gen's Avatar
Super Moderator
Join Date: Dec 2006
Location: South FL
Posts: 3,522
If you're trying to use a shader and control the attributes on that using pp data then you'll have to use the particleSamplerInfo utility node. In this case, I plugged it into the mia_material diffuse color. I'm using blobby surface type particles.

Attached Thumbnails

- Genny
__________________
::|| My CG Blog ||::
::|| My Maya FAQ ||::
# 7 22-06-2013 , 03:09 PM
EduSciVis-er
Join Date: Dec 2005
Location: Toronto
Posts: 3,374
Sorry, didn't respond earlier. This came in handy, thanks.

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads